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Katary.7096

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  1. Since Renegade is getting a rework for its Legendary Stance in the upcoming balance update I thought that this would be a good time to suggest a few changes for the grandmaster Renegade traits. Currently all of the grandmaster traits provide a Renegade build with 2 bonus effects, both of which tend to support different build archetypes. I would like to see these traits realigned to have both effects benefit the same type of build. For example: "Righteous Rebel": Heroic Command grants more might per stack of Kalla's Fervor. Orders from Above lasts longer and affects a larger area. "Lasting Legacy": Kalla's Fervor you inspire lasts longer and is more potent. Citadel Bombardment pulls more missiles into Tyria for every stack of Kalla's Fervor affecting you. "Vindication": Gaining Kalla's Fervor grants you might. Kalla's Fervor reduces the damage you receive from conditions. Thoughts?
  2. Of course there is! You compare it to Ranger's new mainhand Mace and laugh at the idea that skills in this game are supposedly kept in a state of balance.
  3. "Band Together" is not going to chain into itself. "Band Together: Your next Legendary Renegade skill activates instantly and is enhanced. Activating a Legendary Renegade skill in this way does not trigger Band Together again."
  4. First things first: I think I will like the new behavior of the Renegade stance skills and the "Band Together" effect, but I am going to need to play it before I can say anything with certainty. While I can see the potential for this new system in which players will want to "burn" a relatively low value skill to boost a more important one, it maybe a bit much to incentivize players to activate the elite skill first as well. Breakrazor's Bastion: The base version of the new skill seems to be a decent downgrade from what is currently in the game. And the enhanced version is only slightly better. As of right now Breakrazor's Bastion has a large initial heal followed by weaker healing pulses as well as a unique effect which reduces incoming condition damage by 50%. I am sure resolution is intended to replace the unique effect as both of them do basically the same thing but resoultion being a boon is integrated better into Guild Wars 2's buff and debuff systems. That being said, I urge you to consider leaving Breakrazor's Bastion with a large initial heal instead of putting it at the very end of the skill's effect. Darkrazor's Daring: I assume this will no longer be the nemesis of breakbars in PvE? That is probably going to hurt support-oriented Renegade builds quite a bit. The initial cast granting protection is notably unimpressive in the face of "All for One" existing. Perhaps this skill's base version could grant a different boon instead? Maybe stability? Razorclaw's Rage: Currently you want to drop this ability on top of your allies, after the update goes live you will want drop this on top of your allies and enemies. That sounds a lot more restrictive as both friends and foes need to be right next to each other. And I say that as someone who appreciates the fact that this skill will now deliver an actual hit to enemies. Perhaps the bleeding enhancing effect could be centered on the Renegade player while the damaging attack is centered on the warband member? Icerazor's Ire: Where to start with this one? Can you set the order of the 3 projectiles to have the vulnerability one fire first, so that the remaining 2 get to benefit from the damage bonus? Now that that is out of the way, let's talk about the elephant in the room: The synergy this enhanced skill has with "Abyssal Chill" and large hitboxes. If I understand this ability's behavior correctly it fires 3 projectiles at every enemy in range, up to a maximum of 5 targets, which translates to a maximum of 15 total projectiles. The enhanced version inflicts chill on every hit and if the skill is placed inside the hitbox of a large foe all projectiles will hit that one target. Meaning that given the right circumstances Renegades could trigger the effect of "Abyssal Chill" 15 times on a single enemy, inflicting 15 stacks of torment for 6 seconds at 0% condition duration. Are you sure you want to make this possible?
  5. Overall I'm unhappy with a number of decisions made in regards to the legendary relic. Firstly, I prefer for legendary gear to function in a cohesive manner, instead of having special rules applied on a per slot basis. Secondly, if one of the considerations for the limited functionality of the legendary relic is the "rewards, economy, and experience-design standpoint" how do you conclude that giving out a full-fledged legendary relic to any account with at least one legendary rune to be helpful? It seems like that would make the rewards and economy situation worse. Thirdly, why is the long-term functionality of the legendary relic kicking in with the next expansion? I should think that it will be quite confusing for players to get access to the final wave of SotO relics right away even though players are supposed to need to unlock any new relic before it can be selected. Is there some kind of undisclosed contractual obligation that forces Arenanet to never handle any facet of this games development with consistency? Ah, you probably can't answer this if there is.
  6. Always sad to see that we can't even get a minimal increase for the power coefficients of Hundred Blades in literal years and Ranger's Greatsword gets most of its skills buffed in what the devs call a "small" update.
  7. I think reworking Energy Meld to improve the next dodge instead of generating endurance and redesigning the master tier major traits is a pretty good idea at this point.
  8. But "Eternal Champion" triggers on entering and exiting Berserk Mode, how can you consider that to be on-demand Stability? Also, any awkward timing for providing Stability because the Berserk cooldown isn't ready could only exist if they made "Eternal Champion" a source of group Stability. Your suggestion is what would be creating that very problem.
  9. PvE Power Berserker is a build that is theoretically great and moderate in practice. In some encounters it is among the best builds you can bring and in others it is held back from its top performance due to the mechanics of the encounter. For content that is similar to the golem benchmark (either because the boss doesn't have meaningful mechanics or they are being taken care of by supports/ ignored) a power Berserker should not be a detriment for any group. The balance patch is scheduled for the 28th of November.
  10. It is not. "As a frontline support, we also wanted staff warriors to bring some personal survivability to the table, which is found in slot 5 with Bullet Catcher." Source: https://www.guildwars2.com/en-gb/news/staff-warriors-bring-frontline-support-to-the-heat-of-the-battle/
  11. That certainly sounds like a good way to describe it as of right now.
  12. The decision to not use offhand mace in Warrior builds probably isn't about how strong/ weak the skills are but instead about what these skills do. An offhand that is a hybrid between power damage and CC is not that important for most Warrior builds. Doesn't seem like something people choose these signet skills for. With this much of a difference between PvE and competitive game modes, perhaps it is time to consider a rework for Warrior's downstate #3 skill? The power focused side of Arms has been underperforming for some time, it is good to see improvements here. Please also consider giving condition based Warrior builds a second core spezicalization that is useful. "Burst Precision" really should have been updated 6 years ago when the Thief trait "Hidden Killer" was buffed. It is nice to see it finally happening. I guess this means Discipline is going to pair up with Tactics for support Warrior builds? The rest isn't really that interesting. Will "Heat the Soul" now trigger on burst skill activation? "Berserk" and "Smash Brawler" changes will likely enable Berserkers to stay in Berserk mode permanently (in PvE).
  13. Knowing only 2 skills and that staff is mainly a melee weapon I don't have much hope for Warrior based healing builds being competitve with the top healers in general.
  14. Apart from strafing left and right to avoid AoEs the Cairn kill gameplay is pretty much the golem benchmark. If you wish to demonstrate that the limitations of Berserker do not make a meaningful difference between the golem benchmark and a "real boss fight" then you need to provide a better example.
  15. During the livestream it was mentioned that Berserker is doing great on paper (or against a golem) but it struggles in encounters with actual mechanics. I assume that the devs want people to build a buffer of Berserk time while they are hitting an enemy so they can stay in Berserk mode even when it is impossible to hit the boss for a few seconds. Whether they found the correct values already I don't know. If Berserker builds have too much damage across the board they can always nerf the power and condition damage on "Fatal Frenzy". If Quick-Berserkers are too good they can nerf "Heat the Soul". I don't expect them to get it right on the first try. Because creating an adept, master and grandmaster trait which provides an X, Y and Z % damage bonus if you meet the requirements A, B and C is infinitely easier than making all damage enhancing traits grant effects similar to "Fresh Air", "Deathly Chill", "King of Fires" or "Jagged Mind".
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